Investigating Players’ Perceptions of Deceptive Design Practices within a 3D Gameplay Context

Q1 Social Sciences
John King, Dan Fitton, Brendan Cassidy
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引用次数: 0

Abstract

Deceptive design practices have been identified and studied in games but, to date, there have been no substantial explorations of deceptive design practices within 3D environments typically found in PC games. These offer a new set of affordances for interacting with the player, and game developers may be able to utilize these in order to shape gameplay experiences. The goal of this work was to explore users’ perceptions of deceptive design present in a popular free-to-play 3D game. A survey was carried out with 259 adult respondents identifying and explaining instances of deceptive design within video clips of gameplay from a popular Roblox game. Thematic analysis of the responses revealed six new categories of deceptive design pattern within a 3D gameplay context: Predatory Monetization , Default to Purchase , UI Misdirection , Emotional Interpersonal Persuasion , Physical Placement , and Narrative Obligation . Through our work we hope to highlight the use of deceptive design both within current 3D games and future 3D gaming environments. This work is particularly important as 3D and VR gaming grow in popularity alongside game publishers increasingly moving towards “freemium” monetization models for income.
调查玩家在3D玩法背景下对欺骗性设计做法的看法
欺骗性设计实践已经在游戏中被识别和研究,但到目前为止,还没有在3D环境中发现典型的PC游戏欺骗性设计实践的实质性探索。这为与玩家互动提供了一套新的平台,游戏开发者可以利用这些平台来塑造游戏体验。这项工作的目标是探索用户对流行免费3D游戏中欺骗性设计的看法。一项针对259名成年受访者的调查发现并解释了一款热门Roblox游戏玩法视频片段中的欺骗性设计。对回应的主题分析揭示了3D游戏玩法背景下的6种新的欺骗性设计模式:掠夺性盈利、默认购买、UI误导、情感人际说服、物理位置和叙事义务。通过我们的工作,我们希望强调在当前的3D游戏和未来的3D游戏环境中使用欺骗性设计。随着3D和VR游戏越来越受欢迎,以及游戏发行商越来越多地转向“免费增值”盈利模式,这项工作尤为重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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